After reading Timer.cs in the mono source, I'm not
convinced that timer.Enabled modification is thread safe. I suspect the statsHeartBeat call to be one of our hot spots because is tries to synchronize not with a lock, but by disabling and enabling itself. I've replaced that with a lock in the hopes that this affects either the 100% bug, or the invoke_void bugs.0.6.0-stable
parent
ebb4ac6853
commit
1eb0fedd93
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@ -138,127 +138,129 @@ namespace OpenSim.Region.Environment.Scenes
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private void statsHeartBeat(object sender, EventArgs e)
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{
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m_report.Enabled = false;
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// Packet is already initialized and ready for data insert
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statpack.Region = rb;
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statpack.Region.RegionX = ReportingRegion.RegionLocX;
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statpack.Region.RegionY = ReportingRegion.RegionLocY;
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try
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// Know what's not thread safe in Mono... modifying timers.
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// System.Console.WriteLine("Firing Stats Heart Beat");
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lock (m_report)
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{
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statpack.Region.RegionFlags = (uint) ReportingRegion.EstateSettings.regionFlags;
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}
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catch (Exception)
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{
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statpack.Region.RegionFlags = (uint) 0;
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}
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statpack.Region.ObjectCapacity = (uint) objectCapacity;
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#region various statistic googly moogly
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// Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there
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// 0-50 is pretty close to 0-45
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float simfps = (int) ((m_fps * 5));
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//if (simfps > 45)
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//simfps = simfps - (simfps - 45);
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//if (simfps < 0)
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// Packet is already initialized and ready for data insert
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statpack.Region = rb;
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statpack.Region.RegionX = ReportingRegion.RegionLocX;
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statpack.Region.RegionY = ReportingRegion.RegionLocY;
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try
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{
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statpack.Region.RegionFlags = (uint) ReportingRegion.EstateSettings.regionFlags;
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}
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catch (Exception)
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{
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statpack.Region.RegionFlags = (uint) 0;
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}
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statpack.Region.ObjectCapacity = (uint) objectCapacity;
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#region various statistic googly moogly
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// Our FPS is actually 10fps, so multiplying by 5 to get the amount that people expect there
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// 0-50 is pretty close to 0-45
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float simfps = (int) ((m_fps * 5));
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//if (simfps > 45)
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//simfps = simfps - (simfps - 45);
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//if (simfps < 0)
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//simfps = 0;
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//
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float physfps = ((m_pfps / 1000));
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//if (physfps > 600)
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//
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float physfps = ((m_pfps / 1000));
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//if (physfps > 600)
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//physfps = physfps - (physfps - 600);
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if (physfps < 0)
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physfps = 0;
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#endregion
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//Our time dilation is 0.91 when we're running a full speed,
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// therefore to make sure we get an appropriate range,
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// we have to factor in our error. (0.10f * statsUpdateFactor)
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// multiplies the fix for the error times the amount of times it'll occur a second
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// / 10 divides the value by the number of times the sim heartbeat runs (10fps)
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// Then we divide the whole amount by the amount of seconds pass in between stats updates.
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sb[0].StatID = (uint) Stats.TimeDilation;
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sb[0].StatValue = m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = simfps/statsUpdateFactor;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatValue = physfps / statsUpdateFactor;
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sb[3].StatID = (uint) Stats.AgentUpdates;
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sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
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sb[4].StatID = (uint) Stats.Agents;
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sb[4].StatValue = m_rootAgents;
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sb[5].StatID = (uint) Stats.ChildAgents;
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sb[5].StatValue = m_childAgents;
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sb[6].StatID = (uint) Stats.TotalPrim;
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sb[6].StatValue = m_numPrim;
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sb[7].StatID = (uint) Stats.ActivePrim;
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sb[7].StatValue = m_activePrim;
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sb[8].StatID = (uint)Stats.FrameMS;
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sb[8].StatValue = m_frameMS / statsUpdateFactor;
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatValue = m_netMS / statsUpdateFactor;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatValue = m_physicsMS / statsUpdateFactor;
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatValue = m_imageMS / statsUpdateFactor;
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatValue = m_otherMS / statsUpdateFactor;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatValue = (m_inPacketsPerSecond);
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sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
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sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
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sb[15].StatID = (uint)Stats.UnAckedBytes;
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sb[15].StatValue = m_unAckedBytes;
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sb[16].StatID = (uint)Stats.AgentMS;
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sb[16].StatValue = m_agentMS / statsUpdateFactor;
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sb[17].StatID = (uint)Stats.PendingDownloads;
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sb[17].StatValue = m_pendingDownloads;
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sb[18].StatID = (uint)Stats.PendingUploads;
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sb[18].StatValue = m_pendingUploads;
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sb[19].StatID = (uint)Stats.ActiveScripts;
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sb[19].StatValue = m_activeScripts;
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sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
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sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
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statpack.Stat = sb;
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if (physfps < 0)
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physfps = 0;
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#endregion
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//Our time dilation is 0.91 when we're running a full speed,
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// therefore to make sure we get an appropriate range,
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// we have to factor in our error. (0.10f * statsUpdateFactor)
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// multiplies the fix for the error times the amount of times it'll occur a second
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// / 10 divides the value by the number of times the sim heartbeat runs (10fps)
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// Then we divide the whole amount by the amount of seconds pass in between stats updates.
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sb[0].StatID = (uint) Stats.TimeDilation;
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sb[0].StatValue = m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = simfps/statsUpdateFactor;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatValue = physfps / statsUpdateFactor;
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sb[3].StatID = (uint) Stats.AgentUpdates;
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sb[3].StatValue = (m_agentUpdates / statsUpdateFactor);
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sb[4].StatID = (uint) Stats.Agents;
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sb[4].StatValue = m_rootAgents;
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sb[5].StatID = (uint) Stats.ChildAgents;
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sb[5].StatValue = m_childAgents;
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sb[6].StatID = (uint) Stats.TotalPrim;
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sb[6].StatValue = m_numPrim;
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sb[7].StatID = (uint) Stats.ActivePrim;
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sb[7].StatValue = m_activePrim;
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sb[8].StatID = (uint)Stats.FrameMS;
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sb[8].StatValue = m_frameMS / statsUpdateFactor;
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sb[9].StatID = (uint)Stats.NetMS;
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sb[9].StatValue = m_netMS / statsUpdateFactor;
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sb[10].StatID = (uint)Stats.PhysicsMS;
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sb[10].StatValue = m_physicsMS / statsUpdateFactor;
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sb[11].StatID = (uint)Stats.ImageMS ;
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sb[11].StatValue = m_imageMS / statsUpdateFactor;
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sb[12].StatID = (uint)Stats.OtherMS;
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sb[12].StatValue = m_otherMS / statsUpdateFactor;
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sb[13].StatID = (uint)Stats.InPacketsPerSecond;
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sb[13].StatValue = (m_inPacketsPerSecond);
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sb[14].StatID = (uint)Stats.OutPacketsPerSecond;
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sb[14].StatValue = (m_outPacketsPerSecond / statsUpdateFactor);
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sb[15].StatID = (uint)Stats.UnAckedBytes;
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sb[15].StatValue = m_unAckedBytes;
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sb[16].StatID = (uint)Stats.AgentMS;
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sb[16].StatValue = m_agentMS / statsUpdateFactor;
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sb[17].StatID = (uint)Stats.PendingDownloads;
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sb[17].StatValue = m_pendingDownloads;
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sb[18].StatID = (uint)Stats.PendingUploads;
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sb[18].StatValue = m_pendingUploads;
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sb[19].StatID = (uint)Stats.ActiveScripts;
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sb[19].StatValue = m_activeScripts;
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sb[20].StatID = (uint)Stats.ScriptLinesPerSecond;
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sb[20].StatValue = m_scriptLinesPerSecond / statsUpdateFactor;
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statpack.Stat = sb;
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handlerSendStatResult = OnSendStatsResult;
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if (handlerSendStatResult != null)
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{
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handlerSendStatResult(statpack);
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handlerSendStatResult = OnSendStatsResult;
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if (handlerSendStatResult != null)
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{
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handlerSendStatResult(statpack);
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}
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resetvalues();
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}
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resetvalues();
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m_report.Enabled = true;
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}
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private void resetvalues()
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{
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m_timeDilation = 0;
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